using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace AIBots
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Menu menu;
        Status status;
        Batalha batalha;

        public static Texture2D BG_Menu;
        public static Texture2D BG_Batalha;

        public static SpriteFont Arial;

        MouseState mouse_atual, mouse_anterior;

        public static bool quitar;

        public enum Principal
        {
            MENU,
            STATUS,
            BATALHA,
        }

        public static Principal estado_atual = Principal.MENU;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 480;

            BG_Menu = Content.Load<Texture2D>("fundoPrincipal");
            BG_Batalha = Content.Load<Texture2D>("BG_Batalha");
            Arial = Content.Load<SpriteFont>("Arial");

            menu = new Menu(Content, Window);
            status = new Status(Content, Window);
            batalha = new Batalha(Content, Window);



            // TODO: use this.Content to load your game content here

            graphics.ApplyChanges();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            IsMouseVisible = true;
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            mouse_atual = Mouse.GetState();

            if(quitar == true)
            {
                this.Exit();
            }

            switch (estado_atual)
            {
                case (Principal.MENU):
                    menu.Update(gameTime, mouse_atual, mouse_anterior);
                    break;
                case (Principal.STATUS):
                    status.Update(gameTime, mouse_atual, mouse_anterior);
                    break;
                case (Principal.BATALHA):
                    batalha.Update(gameTime, mouse_atual, mouse_anterior);
                    break;
            }


            mouse_anterior = mouse_atual;
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            switch (estado_atual)
            {
                case (Principal.MENU):
                    menu.Draw(gameTime, spriteBatch);
                    break;
                case (Principal.STATUS):
                    status.Draw(gameTime, spriteBatch);
                    break;
                case (Principal.BATALHA):
                    batalha.Draw(gameTime, spriteBatch);
                    break;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
